|Comments=Used all recommended speedhacks. Using hardware mode, it ran at playable speeds with lag when there are a lot of on screen elements.

|Comments=Used all recommended speedhacks. Using hardware mode, it ran at playable speeds with lag when there are a lot of on screen elements.

|Tester=Clank

|Tester=Clank

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}}

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{{TestingEntry

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|Status=2

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|Region=NTSC-U

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|OS=Windows 10 Pro x64

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|CPU=AMD Ryzen 1700 @ 3.40 GHz

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|GPU=NVIDIA GeForce GTX 1070 @ 8 GB

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|Revision=1.4.0

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<spoiler show="Settings" hide="Hide">

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* INTC Spin: Enabled

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* Wait Loop: Enabled

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* mVU Flag: Enabled

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* MTVU: Enabled

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</spoiler>

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|Graphics=GSdx 1.0.0

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<spoiler show="Settings" hide="Hide">

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* Renderer: Direct3D11 (Hardware)

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* Interlacing: Auto

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* Texture Filtering: Bilinear (PS2)

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* Allow 8 bits textures: Enabled

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* Internal Resolution: 4x

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* Anisotropic Filtering: 16x

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* Blending Unit Accuracy: Full

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* Alpha: Enabled

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* Alpha Stencil: Enabled

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</spoiler>

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|Sound=

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* SPU2-X 2.0.0

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* LilyPad 0.11.0

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|Comments=Lots of issues with textures. Game runs with minor, infrequent slowdown after Aranos. Will continue testing.

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|Tester=TheTechnician27

}}

}}

{{TestingEntry

{{TestingEntry

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|Comments=Runs perfectly fine, hardware mipmapping is amazing and works very well! No slowdowns thus far at all. Only had 1 crash, and it happened when the game was flying/loading to Endako when visiting a second time.

|Comments=Runs perfectly fine, hardware mipmapping is amazing and works very well! No slowdowns thus far at all. Only had 1 crash, and it happened when the game was flying/loading to Endako when visiting a second time.

|Tester={{ForumUser|TJ8}}

|Tester={{ForumUser|TJ8}}

+

}}

+

{{TestingEntry

+

|Status=2

+

|Region=NTSC-U

+

|OS=Windows 10 Pro x64

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|CPU=AMD Ryzen 1700 @ 3.40 GHz

+

|RAM=16 GB DDR4 @2933 MHz (16-17-17-35)

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|GPU=NVIDIA GeForce GTX 1070

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|Revision=v1.5.0 (dev-3291)

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<spoiler show="Settings" hide="Hide">

+

* Preset: 2 - Safe

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* MTVU: Enabled

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</spoiler>

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|Graphics=GSdx 1.1.0

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<spoiler show="Settings" hide="Hide">

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* Renderer: OpenGL (Hardware)

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* Interlacing: Automatic

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* Texture Filtering: Bilinear (PS2)

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* Allow 8 bits textures: Disabled

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* Large Framebuffer: Disabled

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* Internal Resolution: 3x Native (~1080p)

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* Anisotropic Filtering: Off

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* Mipmapping: Automatic

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* Automatic CRC Level: Automatic

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* Accurate Blending: Basic

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* HW Hacks: Disabled

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* Texture Filtering of Display: Enabled

+

</spoiler>

+

|Sound=

+

* SPU2-X 2.0.0

+

* LilyPad 0.12.1

+

|Comments=Much better graphical fidelity than 1.4.0 (especially with mipmapping), though minor issues persist such as the pause menu being completely opaque. Slowdown between 90 and 100% is somewhat common. However, more demanding levels such as Endako will frequently be in the high 80s and low 90s, and will sometimes even dip down into the mid-to-high 70s. No crashes thus far. Note: I did not see a noticeable speed difference between D3D11 and OpenGL, although Ratchet's shadow was broken with D3D11.

Developer(s): Insomniac GamesPublisher(s): SCEA (US), SCEE (EU), SCEI (JP, KO), SCE Australia (AU)Genre: Action, PlatformerWikipedia: LinkGame review links: Metacritic: 90/100Game description: From the creators of Ratchet & Clank comes the next installment of this sci-fi action adventure series. Ratchet & Clank: Going Commando features more than 50 imaginative weapons and gadgets. The more things you blow up, the stronger Ratchet gets and the more advanced the weapons you'll have. Participate in all-new side challenges; destroy hordes of enemies in gladiator arenas, upgrade your ship and pick off enemies in space combat, and leave competitors to eat your dust in hi-speed challenge. Are you up for it?
Ratchet & Clank: Going Commando is a 2003 3D platformer video game developed by Insomniac Games. The gameplay of Going Commando is similar to that of the original Ratchet & Clank. The player explores planets in the "Bogon" Galaxy and undertakes missions. It contains more mini-games than were present in the previous game. The game also introduces role-playing game (RPG) elements, such as upgradeable weapons. Going Commando was released roughly a year after its predecessor, and received very positive reviews. Critics noted the game's improved graphics, longer gameplay, and added role-playing elements as being major improvements over the original, but also criticized the game for its very high difficulty.

•50-60+ FPS (software mode) depending on scene with speedhacks, no EE cycle rate and no VU Cycle stealing speedhacks.
•To fix texture issues(Mipmap) use software mode with mipmap enabled, but you will need CPU power like hardcore to run it smooth.

Europe v01.70(27/02/2003), GSdx: Requires software mode to fix the graphics (MipMaps). The game can be quite slow. Lowering the extra threads to 2 seems to be optimal for this game and most of the time is full FPS. Speedhacks: VU Cycle Stealing set to 1 can bring the FPS up for the remainder of the slowdowns but the game can appear slightly jumpy as a result.

Performance: Laggy as hell, 24-50 FPS. It's very unlikely that you'll get stable 50 FPS or even like 45-50... I say it needs an i5 with at least maybe 2.5 GHz or something similar, otherwise don't even bother it's not worth it. Use GSdx software mode, hardware mode is buggy as hell but it has better FPS. If you want to minimize the speed hit experiment with the extra rendering thread option, choose values between 0 and 4. Speedhacks here really come in handy even the VU cycle steal seems to have some effects, but keep in mind that it can show false FPS. Overall: Heavy demanding you really need a powerful PC to run this at a decent speed.

Mipmapping now works in Hardware renderer and has been mostly fixed (hooray). I didn't encounter the Thugs-4-Less cutscene freeze as mentioned here. The game runs mostly smooth, but there's still a bit of slowdown when alot of action is occuring onscreen ;).

Runs perfectly fine, hardware mipmapping is amazing and works very well! No slowdowns thus far at all. Only had 1 crash, and it happened when the game was flying/loading to Endako when visiting a second time.

Much better graphical fidelity than 1.4.0 (especially with mipmapping), though minor issues persist such as the pause menu being completely opaque. Slowdown between 90 and 100% is somewhat common. However, more demanding levels such as Endako will frequently be in the high 80s and low 90s, and will sometimes even dip down into the mid-to-high 70s. No crashes thus far. Note: I did not see a noticeable speed difference between D3D11 and OpenGL, although Ratchet's shadow was broken with D3D11.

Sometimes the game slows down to 50% after a cutscene which is only fixable with a full restart of PCSX2. Saving and restoring the state does not work in this case, you have to load the save game after restart of PCSX2!

Megaturret Glove's turrets don't work

Broken textures

Status:Fixed

Type: Serious

Description: Many textures are broken until you stand close to objects due to GSdx not supporting mip-mapping in Hardware mode.

Workaround: Mipmapping is automatically enabled for this game in recent PCSX2 v.1.5.0 development builds. For earlier v1.5.0 builds go to Config > Video (GS) > Plugin Settings, and manually set Mipmapping to "Basic (Fast)". Or switch to Software mode by setting Renderer to any of the "(Software)" options.

Cutscene doesn't load

Status:Fixed

Type: Minor

Description: After disabling the Thugs-4-less jamming array, only the audio from the following cutscene is loaded. The next cutscene doesn't load at all and the game is stuck on a black screen.